#include "serialization.h"
MapSector::MapSector(Map *parent, v2s16 pos, IGameDef *gamedef):
- differs_from_disk(false),
m_parent(parent),
m_pos(pos),
- m_gamedef(gamedef),
- m_block_cache(NULL)
+ m_gamedef(gamedef)
{
}
void MapSector::deleteBlocks()
{
// Clear cache
- m_block_cache = NULL;
+ m_block_cache = nullptr;
// Delete all
- for (UNORDERED_MAP<s16, MapBlock*>::iterator i = m_blocks.begin();
+ for (std::unordered_map<s16, MapBlock*>::iterator i = m_blocks.begin();
i != m_blocks.end(); ++i) {
delete i->second;
}
{
MapBlock *block;
- if (m_block_cache != NULL && y == m_block_cache_y) {
+ if (m_block_cache && y == m_block_cache_y) {
return m_block_cache;
}
// If block doesn't exist, return NULL
- UNORDERED_MAP<s16, MapBlock*>::iterator n = m_blocks.find(y);
- block = (n != m_blocks.end() ? n->second : NULL);
+ std::unordered_map<s16, MapBlock*>::const_iterator n = m_blocks.find(y);
+ block = (n != m_blocks.end() ? n->second : nullptr);
// Cache the last result
m_block_cache_y = y;
s16 block_y = block->getPos().Y;
MapBlock *block2 = getBlockBuffered(block_y);
- if(block2 != NULL){
+ if (block2) {
throw AlreadyExistsException("Block already exists");
}
s16 block_y = block->getPos().Y;
// Clear from cache
- m_block_cache = NULL;
+ m_block_cache = nullptr;
// Remove from container
m_blocks.erase(block_y);
void MapSector::getBlocks(MapBlockVect &dest)
{
- for (UNORDERED_MAP<s16, MapBlock*>::iterator bi = m_blocks.begin();
+ for (std::unordered_map<s16, MapBlock*>::iterator bi = m_blocks.begin();
bi != m_blocks.end(); ++bi) {
dest.push_back(bi->second);
}